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Render back faces in deferred
I am trying to render back faces of an object in Unity 5. The aim is to have the front faces lit with the standard Unity 5 shader and the back faces in an unlit color.
But it doesn't work in deferred rendering mode. Here is the shader code.
Shader "Custom/Custom" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_ColorBackfaces ("Color Backfaces", Color) = (1,1,1,1)
}
SubShader {
Pass {
Cull Front
Color [_ColorBackfaces]
}
Tags { "RenderType"="Opaque" }
Cull Back
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
Comment
I'm having issues with the same thing. Did you ever find an answer to this problem?
Answer by Namey5 · Mar 27, 2016 at 10:50 PM
Try running it as 2 surface shaders:
Shader "Custom/Custom" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_ColorBackfaces ("Color Backfaces", Color) = (1,1,1,1)
}
SubShader {
Tags { "RenderType"="Opaque" }
Cull Front
CGPROGRAM
#pragma surface surf Lambert
#pragma target 3.0
struct Input {
};
fixed4 _ColorBackfaces;
void surf (Input IN, inout SurfaceOutput o) {
o.Emission = _ColorBackfaces;
}
ENDCG
Cull Back
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
Your answer
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